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Search: hsv:(SAMHÄLLSVETENSKAP) hsv:(Medie och kommunikationsvetenskap) hsv:(Kommunikationsvetenskap) > (2010-2013) > Knowing the Way. Ma...

Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds

Bennerstedt, Ulrika, 1979 (author)
Gothenburg University,Göteborgs universitet,Linnécentret for forskning om lärande (LinCS),Institutionen för pedagogik och didaktik, enheten för Lärande och undervisning,Institutionen för pedagogik, kommunikation och lärande,The Linnaeus Centre for Research on Learning, Interaction, and Mediated Communication in Contemporary Society (LinCS),Department of Education, Learning and Teaching Unit,Department of Education, Communication and Learning
Ivarsson, Jonas, 1976 (author)
Gothenburg University,Göteborgs universitet,Institutionen för pedagogik och didaktik, enheten för Lärande och undervisning,Linnécentret for forskning om lärande (LinCS),Institutionen för pedagogik, kommunikation och lärande,Department of Education, Learning and Teaching Unit,The Linnaeus Centre for Research on Learning, Interaction, and Mediated Communication in Contemporary Society (LinCS),Department of Education, Communication and Learning
 (creator_code:org_t)
2010-03-16
2010
English.
In: 'Computer Supported Cooperative Work (CSCW). An International Journal. - : Springer Science and Business Media LLC. - 0925-9724 .- 1573-7551. ; 19:2, s. 201-230
  • Journal article (peer-reviewed)
Abstract Subject headings
Close  
  • This is a study of interaction in massively multiplayer online games. The general interest concerns how action is coordinated in practices that neither rely on the use of talk-in-interaction nor on a socially present living body. For the participants studied, the use of text typed chat and the largely underexplored domain of virtual actions remain as materials on which to build consecutive action. How, then, members of these games can and do collaborate, in spite of such apparent interactional deprivation, are the topics of the study. More specifically, it addresses the situated practices that participants rely on in order to monitor other players’ conduct, and through which online actions become recognizable as specific actions with implications for the further achievement of the collaborative events. The analysis shows that these practices share the common phenomenon of projections. As an interactional phenomenon, projection of the next action has been extensively studied. In relation to previous research, this study shows that the projection of a next action can be construed with resources that do not build on turns-at-talk or on actions immediately stemming from the physical body—in the domain of online games, players project activity shifts by means of completely different resources. This observation further suggests that projection should be possible through the reconfiguration of any material, on condition that those reconfigurations and materials are recurrent aspects of some established practice.

Subject headings

SAMHÄLLSVETENSKAP  -- Annan samhällsvetenskap -- Övrig annan samhällsvetenskap (hsv//swe)
SOCIAL SCIENCES  -- Other Social Sciences -- Other Social Sciences not elsewhere specified (hsv//eng)
SAMHÄLLSVETENSKAP  -- Medie- och kommunikationsvetenskap -- Kommunikationsvetenskap (hsv//swe)
SOCIAL SCIENCES  -- Media and Communications -- Communication Studies (hsv//eng)
SAMHÄLLSVETENSKAP  -- Medie- och kommunikationsvetenskap (hsv//swe)
SOCIAL SCIENCES  -- Media and Communications (hsv//eng)
SAMHÄLLSVETENSKAP  -- Sociologi -- Socialantropologi (hsv//swe)
SOCIAL SCIENCES  -- Sociology -- Social Anthropology (hsv//eng)

Keyword

conversation analysis
collaborative gaming
coordinated action
ethnomethodology
gameplay
massively multiplayer online game
projectability
recognizability
virtual action

Publication and Content Type

ref (subject category)
art (subject category)

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